Add hard edge to non-visible areas
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@@ -11,7 +11,8 @@ float isLHS (vec2 startV, vec2 testV)
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return sign( -startV.x * testV.y + startV.y * testV.x);
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}
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vec4 shiftCloser (vec4 v)
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{ return vec4 (v.xy , v.z-0.0001 , v.w) ; }
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{ return vec4 (v.xy , v.z , v.w) ; }
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//{ return vec4 (v.xy , v.z-0.0001 , v.w) ; }
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void main()
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{
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vec4 p1 = vec4 (gl_in[0].gl_Position.xy,0,1);
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